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Re: Dominions 2. AI. Suggestions, that how to fix it.
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Can you make a list of examples? |
Re: Dominions 2. AI. Suggestions, that how to fix it.
Nice breakdown. As far as choice of targets there would also be AIs who would always choose to target the WEAKEST pretender, magic, units, etc. Especially if they are a neighbor. Of course thats kindof how it does it now but with a list of AIs those should be included.
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Re: Dominions 2. AI. Suggestions, that how to fix it.
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Re: Dominions 2. AI. Suggestions, that how to fix it.
[much that isnt necessary to read again snipped here] *hint hint*
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[ November 06, 2003, 16:36: Message edited by: Gandalf Parker ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.
Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is. |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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1. The AI is massing weak troops 2. The AI wont protect his pretender/commanders/priests/mages 3. The AI wont build forts 4. The AI's battlefield tactics could be better 5. The AI is making very odd things. IE. wandering around with his pretender alone etc. 6. The AI won't stay in a province, it is always moving his armies. 7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province. 8. The AI won't equip his supercombatants..at least I've never seen that in the demo. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Dominions 2. AI. Suggestions, that how to fix it.
Example=
Destroyer(Pillages lands which have been owned by opponents for long periods of time) Architect(focuses on improving lands) Arch-Mage(focuses on magic) Barbarian(mainly uses brute force) Insanity(unpredictable actions= randomly flips between all personalities every 10 turns) Cutthroat(one out of three armies will be sneaking during movement) With all the different levels of magic, game features and type of units... 10 very different personalities shouldn't be too difficult. If gamers could also modify these percentages with a mod tool... I'm sure we would see lots of very different ones created. ____________________________________ * On a side note: Most of the AI personalities should be designed to attack the most powerful pretender god. One persoanlity may attack the player with the strongest domain while another may attack a player with the most research and so on. I've played lots of games where once some human player became the most powerful the remaining AI opponents would fight amongst themselves instead of joining forces. [ November 06, 2003, 12:23: Message edited by: NTJedi ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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[ November 07, 2003, 03:11: Message edited by: NTJedi ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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1. The AI is massing weak troops 2. The AI wont protect his pretender/commanders/priests/mages 3. The AI wont build forts 4. The AI's battlefield tactics could be better 5. The AI is making very odd things. IE. wandering around with his pretender alone etc. 6. The AI won't stay in a province, it is always moving his armies. 7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province. 8. The AI won't equip his supercombatants..at least I've never seen that in the demo. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">All I have to say....I agree. http://forum.shrapnelgames.com/images/icons/tongue.gif |
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